Example Usage in C Using OpenGL 3.x and OpenGL 4.x
Function which can read any text or binary file into char buffer:
/* Function will read a text file into allocated char buffer */
char* filetobuf(char *file)
{ FILE *fptr; long length; char *buf; fptr = fopen(file, "rb"); /* Open file for reading */ if (!fptr) /* Return NULL on failure */ return NULL; fseek(fptr, 0, SEEK_END); /* Seek to the end of the file */ length = ftell(fptr); /* Find out how many bytes into the file we are */ buf = malloc(length+1); /* Allocate a buffer for the entire length of the file and a null terminator */ fseek(fptr, 0, SEEK_SET); /* Go back to the beginning of the file */ fread(buf, length, 1, fptr); /* Read the contents of the file in to the buffer */ fclose(fptr); /* Close the file */ buf = 0; /* Null terminator */ return buf; /* Return the buffer */
}
Vertex Shader:
/*----------------- "exampleVertexShader.vert" -----------------*/
#version 150 // Specify which version of GLSL we are using.
// in_Position was bound to attribute index 0("shaderAttribute")
in vec3 in_Position;
void main(void)
{ gl_Position = vec4(in_Position.x, in_Position.y, in_Position.z, 1.0);
}
/*--------------------------------------------------------------*/
Fragment Shader:
/*---------------- "exampleFragmentShader.frag" ----------------*/
#version 150 // Specify which version of GLSL we are using.
precision highp float; // Video card drivers require this next line to function properly
out vec4 fragColor;
void main(void)
{ fragColor = vec4(1.0,1.0,1.0,1.0); //Set colour of each fragment to WHITE
}
/*--------------------------------------------------------------*/
Main OpenGL Program:
/*--------------------- Main OpenGL Program ---------------------*/
/* Create a variable to hold the VBO identifier */
GLuint triangleVBO;
/* This is a handle to the shader program */
GLuint shaderProgram;
/* These pointers will receive the contents of our shader source code files */
GLchar *vertexSource, *fragmentSource;
/* These are handles used to reference the shaders */
GLuint vertexShader, fragmentShader;
const unsigned int shaderAttribute = 0;
const float NUM_OF_VERTICES_IN_DATA=3;
/* Vertices of a triangle (counter-clockwise winding) */
float data = { { 0.0, 1.0, 0.0 }, { -1.0, -1.0, 0.0 }, { 1.0, -1.0, 0.0 } };
/*---------------------- Initialise VBO - (Note: do only once, at start of program) ---------------------*/
/* Create a new VBO and use the variable "triangleVBO" to store the VBO id */
glGenBuffers(1, &triangleVBO);
/* Make the new VBO active */
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);
/* Upload vertex data to the video device */
glBufferData(GL_ARRAY_BUFFER, NUM_OF_VERTICES_IN_DATA * 3 * sizeof(float), data, GL_STATIC_DRAW);
/* Specify that our coordinate data is going into attribute index 0(shaderAttribute), and contains three floats per vertex */
glVertexAttribPointer(shaderAttribute, 3, GL_FLOAT, GL_FALSE, 0, 0);
/* Enable attribute index 0(shaderAttribute) as being used */
glEnableVertexAttribArray(shaderAttribute);
/* Make the new VBO active. */
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);
/*-------------------------------------------------------------------------------------------------------*/
/*--------------------- Load Vertex and Fragment shaders from files and compile them --------------------*/
/* Read our shaders into the appropriate buffers */
vertexSource = filetobuf("exampleVertexShader.vert");
fragmentSource = filetobuf("exampleFragmentShader.frag");
/* Assign our handles a "name" to new shader objects */
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
/* Associate the source code buffers with each handle */
glShaderSource(vertexShader, 1, (const GLchar**)&vertexSource, 0);
glShaderSource(fragmentShader, 1, (const GLchar**)&fragmentSource, 0);
/* Free the temporary allocated memory */
free(vertexSource);
free(fragmentSource);
/* Compile our shader objects */
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
/*-------------------------------------------------------------------------------------------------------*/
/*-------------------- Create shader program, attach shaders to it and then link it ---------------------*/
/* Assign our program handle a "name" */
shaderProgram = glCreateProgram;
/* Attach our shaders to our program */
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
/* Bind attribute index 0 (shaderAttribute) to in_Position*/
/* "in_Position" will represent "data" array's contents in the vertex shader */
glBindAttribLocation(shaderProgram, shaderAttribute, "in_Position");
/* Link shader program*/
glLinkProgram(shaderProgram);
/*-------------------------------------------------------------------------------------------------------*/
/* Set shader program as being actively used */
glUseProgram(shaderProgram);
/* Set background colour to BLACK */
glClearColor(0.0, 0.0, 0.0, 1.0);
/* Clear background with BLACK colour */
glClear(GL_COLOR_BUFFER_BIT);
/* Actually draw the triangle, giving the number of vertices provided by invoke glDrawArrays while telling that our data is a triangle and we want to draw 0-3 vertexes
*/
glDrawArrays(GL_TRIANGLES, 0, 3);
/*---------------------------------------------------------------*/